when i want to create a realistic 3d-event not only with the position in 3d-space and doppler-effect but with realistic hearing,would i add a listener angle-parameter with a cardoid volume-effect and a lowpass that cuts high frequencies when the source moves behind the listeners head?
and what else effects can be used for that cause?
Thanks in advance
- Chrissey asked 7 years ago
Here is some suggestions for more realistic distance simulation:
[b:19jjd9bt]3d Pan Level[/b:19jjd9bt] – this makes it so that when the listener is near the 3d there is less spacialization applied so they hear it in both ears so it ‘surrounds’ the listener. This is good for ‘big’ sounds which are less like point sources, for example: a waterfall.
[b:19jjd9bt]FMOD Lowpass Simple[/b:19jjd9bt] – this makes it so that the high end cuts out faster than the low end, IIRC this is known as ‘air absorbtion’.
[b:19jjd9bt]FMOD ParamEQ[/b:19jjd9bt] – this gives the bass a boost when the lisetener is really close, this is known as the proximity effect and makes the sound feel big.
Obviously the cost of applying all this DSP to every sound in a game would be prohibitive, but you only really need to add it to a few important sounds.
Here is a pic of how I set up an event for our trade show demo:
Adding another lowpass based on the listener angle is nice little addition. Just set the cutoff to the maximum (22khz) at 0 degrees and a a value of your choosing at either end (-180 and 180). I found a 8khz cutoff when behind the listener was pretty good, but you go even lower if you like.
If you’re not making a game, do you mind me asking you what this is for?
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